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The Blockchain is a rapidly growing technology that is engulfing every possible business domain. Therefore, many reports published have predicted a huge rise in the Blockchain market. According to reports, the Blockchain market is expected to extend to over 20 billion dollars by 2024. It is counted in one of the most promising new technologies that are hoped to change the future of businesses and the internet.
Basically the rise of cryptocurrency and subsequent attention brought to blockchain technology has prompted nearly every industry to evaluate the benefits of integrating the technology into their operations. One such firm at the forefront of blockchain innovation is the VRES project.
In this sea of innovation and new technologies there are visionary projects that come to life in the form of ICO's and today i am going to present you with one of the most promising ones on the market. The VRES PLATFORM

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VReS (Virtual Reality Electronic Sports) are tokens for VR video games and eSports that will be issued on the Ethereum platform. Using VReS tokens, players will be able to participate in eSports competitions, receive remuneration, and receive tips. Furthermore, viewers will be able to not only watch matches but also place bets on certain matches, and this will create new economic incentives for players. A new ecosystem will be created based on this going forward. By developing a comprehensive platform targeting the VR video game market, we will make it possible for both players and viewers to engage in networking, spectating, and cheering with regard to VR eSports, and to enjoy exciting VR video games. In addition, through this project, the aim is to provide a decentralized platform that will serve as the global standard in Asia, Europe, and so on, and to popularize eSports in VR.
The motto of our team is “plus ultra.” Plus ultra: aiming to reach as yet unseen new worlds that lie beyond, continuing to strive for excellence every day, and never being satisfied with existing devices, technologies, solutions, and content. The aim and the vision that we would like to realize is familiarizing more people with the freshness, fun, and the interesting thing about the technology is that VR, is seeking the spread of eSports through VR more than anyone else, and taking action in this regard going forward.

The Aim and Vision

The aim and the vision that we would like to realize is familiarizing more people with the freshness, fun, and interestingness of the technology VR, seeking the spread of eSports through VR more than anyone else, and taking action in this regard going forward.

The platform is acquainting more individuals with the freshness, fun, and intriguing quality of the innovation VR, looking for the spread of eSports through VR more than any other person, and making a move in such manner going ahead and furthermore is to give a decentralized stage that will fill in as the worldwide standard in Asia, Europe, et cetera, and to promote eSports in VR.

our aphorism is in addition to ultra intending to reach up ’til now concealed new universes that lie past, proceeding to take a stab at perfection consistently, and failing to be happy with existing gadgets, advances, arrangements, and substance.

Issues Facing the VR Game Market

In China, which has the biggest market after the United States, in spite of the fact that equipment makers are consistently rising, every producer has been sending an alternate stage so there is an absence of substance. The same can be said of digital forms of money. In following the historical backdrop of VR, head-mounted showcases and other equipment for encountering VR are still a long way from being boundless in the market.

The field of VR does not have any substance that can be considered “executioner” so it is troublesome for organizations to detail strategies for success and decide scale.

Likewise, from the point of view of clients, there are couple of chances to encounter VR, and thusly, the earth empowering the arrangement of VR content is restricted.

Moreover, as far as VR content, there are couple of cases of progress that can be imparted to the world, so the important criteria for settling on choices with respect to VR is dubious.

One issue that numerous organizations are looking as to VR is the “strategy for moving” Something that individuals who have attempted VR have maybe experienced is that in VR spaces, moving with a conventional controller in some cases causes vection, outwardly actuated self-movement hallucination, and this occasionally causes “computer game movement disorder.”

On account of encountering VR computer games from a first-individual point of view, the size and area of the VR space in the genuine world(a home or an excitement office) affects outline.

VReS Solutions to VR challenges

· By giving playspaces to getting a charge out of VR, we will support the notoriety and development of the VR amusements advertise.

· Also, by using VReS tokens, we can give advancement subsidizing, and motivating forces to financial specialists, for example, profits from diversion incomes and uncommon version restricted things.

4 stages intended to advance VReSports

Multi-gadget Matching System: The VReS stage empowers players to do matchmaking everywhere throughout the world even with clients who play with various devices.Currently players can send matchmaking solicitations to players who are on the web and furthermore players can discover matches while doing VR chat.Also players can wager with their own particular tokens when they play.

Competitions and Prizes: In the VReS stage there are different rivalries and players can get tokens as a prize.

In an official rivalry as well as there are rivalries held by supports and positioned rivalry, and it empowers players to go to the opposition by utilizing token.

Additionally players can hold rivalries all alone without executives. What’s more, by utilizing blockchain and Smart Contract, it makes it conceivable to naturally ensure the aftereffect of the match and prize installment. Observers VR Game and Sports Betting: It’s not quite the same as existing eSports, as VReS empowers onlookers to watch the matches in the amusement by entering the world(space) of VR diversion.

What’s more, observers can pay tips to players and groups with tokens.

Additionally observers can do sports wagering on the consequence of the match and rivalry. The chances will be ascertained in light of the historical backdrop of the matches put away in the blockchain, and prizes will be paid consequently by means of Smart Contract.

VR Game Companies: By giving play spaces to getting a charge out of VR, we will help the prominence and development of the VR amusements advertise. Likewise, by using the VReS token, we can give improvement subsidizing, and impetuses to speculators, for example, profits from diversion incomes and unique release restricted things.

By purchasing back a given number of tokens from the market, VReS can control the earth which individuals can purchase and utilize tokens effectively and the dispersion of tokens in the market.


Currency name: VReS

Currency symbol: VReS

Maximum issue number: 330,000,000VReS

Blockchain: ERC20

Soft cap: 5,000,000 USD

Hard cap: 30,000,000 USD


June 18th – July 31st

Price: 1ETH=3,400VReS

Hard Cap: 29,411ETH

Minimum: 0.5ETH

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The crowdsale will be carried out using Ethereum (ETH), and the final token unit price will be set as the ETH rate about two weeks before the start of the main sale.

If the main sale finishes without reaching the hard cap, the remaining tokens will go to a pool for competition prize money for eSports held on the platform, or video game development remuneration.

eSports is an abbreviation for Electronic Sports. eSports is popular in South Korea because it can be enjoyed through the Internet. There is a latency problem in the network, but now many users enjoy games online. For example, a game called DOTA, one of the most popular games in the world, has a world wide competition, and the winner gets a prize.


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Author: BrainerdPaul
BitcoinTalk profile link:;u=1680409